Primary Stats

You chose your character's stats when you create it, and have to live with the decision thereafter. There is no one perfect way to set up an individual character class. Much of it depends on your playing style, your preferences and the decision you make as to how you want your character to make his or her way through the world. Below are the basic descriptions of how the stats affect the characters.

Agility (AGI)

Agility influences the ability of an enemy to hit you. Above 75, the AC provided for each Agility is slight. Below 75 agility causes a large AC hit. For example, on a level 60 ogre SK, going from 76 to 85 AGI provides 3 AC. But going from 66 to 75 AGI provides 45 AC.

Brad McQuaid: "AGI: affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit "[5]

Dexterity (DEX)

This determines how often you crit with your weapons, how quickly you learn weapon and rogue skills, and how often a magic weapon will process its skill. This is a good skill to have for fighters, especially warriors, rangers, rogues and of only limited use for magic users.

Brad McQuaid: "DEX: how quickly you learn weapon skills; how often weapon will proc; how quickly you learn rogue skills; how hard you hit with bows"[6]

On Red server Dexterity affects PVP hit rate. It does this by comparing your dexterity to your opponent's agility.

Brad McQuaid: "CHA: affects amount you will be paid for goods by NPC merchants, and how much they will pay you; affects the saving throw on certain bard and enchanter spells (charms in particular) "[11]

A fairly complete look at how AC works on live/EQEmu can be found at[14][15]

Attack Power (ATK)

Attack, is a statistic used to compare against an opponent's AC. It is based on your Weapon Skills and Offense. While these are two parts of a whole they do differing things independently. Weapon skills will determine if you miss an opponent and Offense increases your to-hit in theory.

When compared against an opponent's Mitigation AC it is further added to by the Strength stat and +ATK mods on items or from spells.

Max (cap): None

Hit Points (HP)

Sometimes known as "health", a player's HP determines how much damage you can sustain before dying.

Max (cap): None

Hit points can be increased directly through +HP gear, or indirectly through +STA gear, or temporarily through HP enhancing spells like the Cleric's symbol line and the Shaman's talisman line of spells.

Mana (MANA)

A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, through WIS for priests, rangers and paladins, and through INT for casters, shadowknights and bards.

Max (cap): None on p1999 however in era there was a hardcap on mana gained from items. [16]

Endurance (ENDR)

Affects: Jumping, Disciplines.

Endurance determines how long you can perform strenuous activities before becoming fatigued.

Resists

A player's resistances determine the chance for negative spells to be resisted by the player and the damage they deal. The resistance type being checked is determined by the specific spell that is being cast. Resistances can be raised or lowered through beneficial or harmful spells and certain gear.